Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using UnityEngine;
using UnityEngine.Serialization;
namespace MLAgents.Sensors
{
/// <summary>
/// Component that wraps a <see cref="RenderTextureSensor"/>.
/// </summary>
[AddComponentMenu("ML Agents/Render Texture Sensor", (int)MenuGroup.Sensors)]
public class RenderTextureSensorComponent : SensorComponent
{
RenderTextureSensor m_Sensor;
/// <summary>
/// The <see cref="RenderTexture"/> instance that the associated
/// <see cref="RenderTextureSensor"/> wraps.
/// </summary>
[HideInInspector, SerializeField, FormerlySerializedAs("renderTexture")]
RenderTexture m_RenderTexture;
/// <summary>
/// Stores the <see cref="RenderTexture"/> associated with this sensor.
/// </summary>
public RenderTexture renderTexture
{
get { return m_RenderTexture; }
set { m_RenderTexture = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("sensorName")]
string m_SensorName = "RenderTextureSensor";
/// <summary>
/// Name of the generated <see cref="RenderTextureSensor"/>.
/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
/// </summary>
public string sensorName
{
get { return m_SensorName; }
set { m_SensorName = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("grayscale")]
bool m_Grayscale;
/// <summary>
/// Whether the RenderTexture observation should be converted to grayscale or not.
/// Note that changing this after the sensor is created has no effect.
/// </summary>
public bool grayscale
{
get { return m_Grayscale; }
set { m_Grayscale = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("compression")]
SensorCompressionType m_Compression = SensorCompressionType.PNG;
/// <summary>
/// Compression type for the render texture observation.
/// </summary>
public SensorCompressionType compression
{
get { return m_Compression; }
set { m_Compression = value; UpdateSensor(); }
}
/// <inheritdoc/>
public override ISensor CreateSensor()
{
m_Sensor = new RenderTextureSensor(renderTexture, grayscale, sensorName, compression);
return m_Sensor;
}
/// <inheritdoc/>
public override int[] GetObservationShape()
{
var width = renderTexture != null ? renderTexture.width : 0;
var height = renderTexture != null ? renderTexture.height : 0;
return new[] { height, width, grayscale ? 1 : 3 };
}
/// <summary>
/// Update fields that are safe to change on the Sensor at runtime.
/// </summary>
internal void UpdateSensor()
{
if (m_Sensor != null)
{
m_Sensor.compressionType = m_Compression;
}
}
}
}